<?php
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$xhtml = array(
	'<{title}>' => 'Bad glasses',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2018/12/24.jpg" alt="Tree roots" class="framed-centred-image" width="649" height="480"/>
<section id="Minetest">
	<h2>Minetest</h2>
	<p>
		I dreamed I was working two jobs.
		It was terrible.
		I left for my current job thinking I had a shift at the other job right after.
		But I got stuck working the drive-through window, and ended up needing to do something else before I left as well.
		I forget what that thing was.
		At the end of my shift, I&apos;m scrambling, trying to get that thing done, but unable to actually finish because of the constant stream of customers.
		I end up leaving work ten minutes late.
	</p>
	<p>
		After work, I start doubting I have a shift at the other place, but I can&apos;t stop by home to check.
		I&apos;ve got twenty minutes to get to the second job, and it takes about thirty to get there.
		I would have had the full thirty minutes I needed if I&apos;d gotten off the first job on time.
		I just have to go to the second job, whether I have a shift or not, and check the schedule there.
		Hopefully I didn&apos;t have a shift, as then it wouldn&apos;t matter that I was slightly late, but at the same time, if I didn&apos;t have a shift, it would be a waste of time that I was heading there anyway.
	</p>
	<p>
		One of my workmates who was getting off work at the same time as me <strong>*also*</strong> had a shift at my second job at the same time as me.
		I thought maybe I could get a ride from them.
		Ordinarily, I would never ask someone for a ride.
		It doesn&apos;t matter if they&apos;re heading in that direction already.
		The extra gasoline burnt by the extra stop just isn&apos;t worth it to me.
		However, they were going from <strong>*exactly*</strong> where I was to <strong>*exactly*</strong> where I needed to be.
		There <strong>*was*</strong> no extra stop, and I was going to be late.
		So I follow them out the back door to ask them, and I end up in a forest.
		I&apos;m confused a bit, and it turns out they&apos;re about to mount a bike as well.
		I can&apos;t get a ride.
		I figure out what&apos;s going on; it turns out the back of our store is at the bottom of a hill in a forest, while the front is somehow at the top of the hill not far from my location.
		Because I went out the back door, I&apos;m now going to need to travel up the hill without a paved path just to get to what should have been my starting point.
		I guess that&apos;s what I get for going out the back door to try to get a ride.
	</p>
</section>
<section id="eyeglasses">
	<h2>Eyeglasses</h2>
	<p>
		These eyeglasses help, though not much.
		I still can&apos;t even read street signs from a distance.
		I have to get fairly close before I can even see what street I&apos;m about to cross.
		My eyes have a natural glare, making it difficult to see at night.
		These glasses add their own glare, compounding the effect.
		Joy.
		And lastly, the focal point seems to be wrong.
		I have to move the glasses down my nose a bit to get the most use out of them, and that&apos;s not where I naturally wear glasses (including sunglasses).
		That last one&apos;s probably because of the way they measured where the focal point should be.
		They put the frames in a weird contraption that put a prism of some sort in front of one eye.
		The contraption was fitted to both sides of the frames, pushing the frames away from my face a bit.
		So the focal point is now in the correct spot when the frames are pushed away from my face that same amount.
	</p>
	<p>
		As for my continued vision issues, maybe my bout of iritis years back damaged my eyes more than I&apos;d realised.
		I thought the damage was mostly to my irises.
		I thought that damage was preventing my irises from properly focusing my eye&apos;s lenses.
		Maybe there&apos;s more damage than corrective lenses can correct for though.
		Maybe there&apos;s damage further back; my rods and cones might not be what they should be any more.
		After all, I do know there was damage in more than just the irises.
		My eyelids were also damaged to the point that one of my eyes doesn&apos;t open as far as the other.
		I should have known there&apos;d be damage inside my eyes as well.
	</p>
	<p>
		Also, it seem the new glasses already come with a case.
		I didn&apos;t need to go buy one.
		Oh, well.
		The case was used, and only cost me a dollar.
		Also, the new case has a large logo across the top, so the used case suits me much better, as it lacks any such markings.
	</p>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<p>
		Last night before I went to sleep, I did some thinking about new <code>minequest</code>.
		It needs to be discontinued.
		It brings shame to the <code>minequest</code> name.
	</p>
	<p>
		New <code>minequest</code> is by no means a lazy mod.
		The main functionality was to have more work put into it than a lot of mods seem to have had.
		And to top that off, I was going to have to fight against the engine&apos;s natural tendencies a bit, and was already in the process of planning several tricky hacks that would make the anomalies transparent to the player.
		But compared to classic <code>minequest</code>, the one that failed so hard so many times, new <code>minequest</code> is a total joke.
		I thought that by putting less into the mod, I could make it work this time, but all I&apos;m going to get this way is garbage.
		Old <code>minequest</code> was a celebration of the countable elements and what they could be crafted into.
		It allowed player customisation.
		It created possibilities.
		New <code>minequest</code> just adds rewards for grinding, and that&apos;s it.
		All the rewards are the same for everyone, too.
		There are no real choices.
		New <code>minequest</code> is a work of utility.
		Old <code>minequest</code> was a work of love.
	</p>
	<p>
		I&apos;ve got a new plan, that works much more within the spirit of old <code>minequest</code>, though I don&apos;t think it fits the name, so I&apos;ll need to come up with another.
		This mod will add special inventory slots to the players&apos; inventory menus like the original <code>minequest</code>.
		Based on what items are put in those slots, the player will have access to different spells they can cast.
		A few important improvements over original <code>minequest</code> will be made though.
		First, there will be no passive abilities will be added; only spells with a limited number of uses.
		The spells will do their thing, and exit.
		The maximum number of casts of each spell will be determined by the number of stacks of the given element the player has mined.
		Spells will recharge when a player mines enough material, but all spells will recharge, not just the ones of the mined element.
		I&apos;ll need to fine-tune that idea though.
		The growth of the casting count cap needs to be slower than the recharging of magical power, and I&apos;m not yet surer how to do that in a clean way.
		The effects of the spells will be limited, and not overpowered like some of the old <code>minequest</code> abilities.
		Regaining health, refilling your air meter, and repairing your current tool will be among the things offered.
	</p>
	<p>
		I guess I keep building parts of things and discontinuing them without completing them lately.
		I&apos;d really like to get this right though.
		<code>minestats</code> has always felt like half a mod to me.
		I mean, after all, it was originally a part of the first <code>minequest</code>, but got separated and generalised into its own mod.
		I&apos;d like to build a mod that acts as the missing half of <code>minestats</code>, and not just anything will do.
		It needs to be fun to use.
		It needs to be creative.
		And it needs to be inspired.
		One day, I will have this other half of <code>minestats</code>, and all this effort will have been worth it.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for today:
	</p>
	<blockquote>
		<p>
			I agree, that&apos;s a lot of extra work to find a good pivot point.
			It&apos;s counterproductive, as the point of finding a good pivot point is to <strong>*avoid*</strong> doing as much work.
			The more work we can get the computer out of, the faster our sorting algorithm will be.
		</p>
		<p>
			You say to swap the pivot point to the end of the list, but that seems like extra work as well.
			Why not leave the pivot point in place, and move it only when need be?
			That&apos;s what I did in my submission for this week&apos;s assignment.
		</p>
	</blockquote>
	<p>
		As expected, I didn&apos;t get nearly enough done.
		I won&apos;t have my two days off after all.
	</p>
</section>
END
);
